public override void executeAction() { foreach (Chara chara in targetList) { if (!chara.isEnemy && chara.HPcurr > 0) { StatusEffect se = new Ef_SpdDOWN(); se.InitializeSE(level, dur); chara.InflictStatus(se); } } }
public override void executeAction() { foreach (Chara chara in targetList) { if (!chara.isEnemy && chara.HPcurr > 0) { StatusEffect se = new Ef_Stun(); StatusEffect se2 = new Ef_SpdDOWN(); se.InitializeSE(8, 3); se2.InitializeSE(5, 4); chara.InflictStatus(se); chara.InflictStatus(se2); chara.TakeDamage(CalculateDamage(source.atk, chara)); } } }
public override void executeAction() { List <Chara> viableTargets = new List <Chara>(); foreach (Chara chara in targetList) { if (!chara.isEnemy && chara.HPcurr > 0) { viableTargets.Add(chara); } } target = viableTargets[Random.Range(0, viableTargets.Count)]; StatusEffect se = new Ef_SpdDOWN(); se.InitializeSE(spdDownLevel, spdDownDur); target.InflictStatus(se); se = new Ef_HPDOWN(); se.InitializeSE(sickLevel, sickDur); target.InflictStatus(se); }
public override void executeAction() { StatusEffect se = new Ef_AtkDOWN(); StatusEffect se2 = new Ef_SpdDOWN(); StatusEffect se3 = new Ef_DefDOWN(); se.InitializeSE(level, dur); se2.InitializeSE(level, dur); se3.InitializeSE(level, dur); List <Chara> viableTarget = new List <Chara>(); foreach (Chara chara in targetList) { if (!chara.isEnemy && chara.HPcurr > 0) { viableTarget.Add(chara); } } target = viableTarget[Random.Range(0, viableTarget.Count)]; target.InflictStatus(se); target.InflictStatus(se2); target.InflictStatus(se3); }